Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Friday, December 2, 2016

Kickstart Your Weekend: Maximum Mayhem Dungeons #4: Vault of the Dwarven King

Mad genius +Mark Taormino is at it again!

Maximum Mayhem Dungeons #4: Vault of the Dwarven King


The 4th dungeon in the Maximum Mayhem Dungeon series is being Kickstarted.

These modules really embody what I think is best about Kickstarter.  Mark uses these to get to a wide audience to pay for his art and production costs, which are always top notch, and get them out to everyone despite being a one-man operation.

This adventure is for levels 4 to 7 so it helps round of the "missing levels" from the other three modules.  It's almost like he was listing to me! ;)
(for the record I know he was not, this is a logical level spread and my input was not needed.)

In any case, back this. You know you want too.

Thursday, November 10, 2016

DIY Swords & Wizardry Light Folder + Something new

(Ugh. That election.  But I am not going to sully this blog with talk of our new national nightmare.)

+Erik Tenkar's Sword & Wizardry Light is out. More or less.  It's a great idea and has endless utility.

I played around with the file some to get something I could print out and use.  So I decided to do this.




A touch unwieldy sure, but still very useful to have.  Works as a GM screen or a folder.

Now if I only had something to put inside...


Oh.  Yeah. That looks good.

Have some editing and some checking to do, but stay tuned!

Friday, October 21, 2016

Kickstart Your Weekend: Old-School Style!

Have some great Old-School influenced Kickstarters today so get to it!

First up is +Stacy Dellorfano's Swords & Wizardry 3rd Printing


https://www.kickstarter.com/projects/froggodgames/swords-and-wizardry-complete-rulebook-3rd-printing

Now. I have been on record before about not liking this cover.  I have over the last two weeks had a change of heart.  But the bottom line is I am NOT the target audience for this.
Besides I love the idea of this book, I really want it to succeed.  The team that Stacy is rock solid and I am just dying to see what +Elizabeth Chaipraditkul will be doing for this. She is great.
So yeah, they might not need my support at this point, but they have it.

In more old-new-Old School news we are also are getting a new edition of Astonishing Swordsmen & Sorcerers of Hyperborea.


https://www.kickstarter.com/projects/1806106772/astonishing-swordsmen-and-sorcerers-of-hyperborea-0

I really, really love this game.  Just such an awesome vibe about it.  +Jeff Talanian did a fantastic job with the first edition boxed set and this new 2nd Ed hardcover is something I have been wanting for years.

I mentioned this one earlier in the week, but it can be repeated.


https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr

Chill 3rd Edition Monsters.  This should also be a great book.

Friday, September 9, 2016

Book Sizes

Kind of a late post today.

I was Lulu looking to fill some of the gaps in my OSR/Old-School collection and noticed  a pretty even split between the 6"x9" (or OD&D) and 8.5"x11" (Basic & Advanced) form factors.

In general which size of books do you all prefer?


Thursday, August 18, 2016

Maximum Mayhem Dungeons. My collection is now complete!

Look what I got in the mail today!



+Mark Taormino's Maximum Mayhem Dungeons #2 and #3.



I now have the complete set.

In order of playability, lowest to the highest.

Just missing an adventure for 4th to 6th and then 12th to 14th.

Not sure what I will do with these.  Hanging Coffins was so much fun I just had to have these.  The 3D glasses and pictures are a nice and unexpected treat.

I also can't help but think that Mark and +Venger Satanis need to get together to make a really gonzo adventure.  Liberation of the Demonslayer would fit into all of this really nice and Star Spawn practically begs to be mixed with Alpha Blue.  Get on that one guys!

Tuesday, July 19, 2016

Plays Well With Others: Dark Albion: Cults of Chaos

The newest supplement for Dark Albion is now out, Dark Albion: Cults of Chaos.  With a name like that how can I possibly say no?

A bit of history, I worked with author Dominique Crouzet quite a bit back in the late 90s and early 2000s.  I know what sort of thing he likes (or at least liked) in this area, so I know I was going to be pre-disposed to like this.  +Kasimir Urbanski is also the author and his contributions were going to be a bit more of a mystery. But I liked Dark Albion so my expectations were pretty good.  Like Dark Albion, this book can be played with any flavor of D&D you like. It is simple enough and light enough on the "crunch" it can actually be played with just about any RPG really.  While reading I Was thinking about it in terms of Pendragon, Cthulhu Britanica and other games.

Dark Albion: Cults of Chaos is the cults and cult-like groups book for the Dark Albion campaign setting/rules.  The book itself is 92 pages (94 with covers). This includes 2 pages of character sheets, a cult sheet and the ogl.  Minus title page and various bits we are looking at 80+ pages of solid content.
The art is all black and white and is a mix of newer art and woodcut designs.  I am rather fond of the woodcuts myself, I love seeing these in books.  I recognize a number of pieces as belonging to Dominique; so he is one of the artists as well as one of the authors.
The first part of the book deals with the cults.  In particular their size, composition, what social class they come from (very important really) and of course their motivations and where their secret lair might be.  Life of the cultist within the cult is also detailed to a degree.  Enough anyway to get you thinking more about them. In particular what they do in the cult, why they might have joined and possible mutations.  That one needs some more explaining.
Some cults are so exposed to the forces of Chaos that their cultist can begin to mutate.  A great idea that I am glad to see here.  Dom and I did something similar for Warlocks back in my 3.0 edition of my Witch book.  So immediately I grabbed on that as something to use.  The idea though has a lot of traction. There are similar ideas in Lamentations of the Flame Princess and I believe Dungeon Crawl Classics.
The next section covers running advnetures involving these cults.  Obviously these cults are not menat to be a one-time adversary. They are meant to be reoccuring antagonists and potentially even the "Big Bads" of your game.  This includes a number of NPCs, mostly normal level humans, that are involved in the their cults.  Don't assume though that "0 Level" = powerless. Nobility wield a lot of power regardless of level, a noble in a cult can be very bad for a party of adventurers.
I might as well acknowledge the inclusion of the "Frog Cults".  I still think "Frogland" is kind of dumb to be honest, but I don't mind these cults at all.  In fact wasn't "Temple of the Frog" the first real adventure played in D&D and certainly one of the first ever published.   The "Keepers of the Frogs" from Blackmoor could certainly fit as a DA cult.


Packed amongst all of this information are also tables of rumors and other information PCs can learn.  I thought of this as the "Scooby Doo" section of the book; the PCs split up and search for clues.

We next get some sample cults and some examples of some cults in various dungeon settings.  These are split up into low, medium and high level.

The appendicies are very interesting and include a section on Elves in Albion.  This section reminded me a bit of a similar direction given in Castles & Crusades Codex Celtarum.  Indeed, one could use both books together to get a large, more detailed picture of the elves/fae/sidhe.  DA tends to be low-fantasty compared to the C&S High(er) Fantasy.  Still in niether case are these "D&D Elves", they still have more incommon with the likes Obereon, Titania and Puck than Tanis or Legolas.

The next appendix details a score cults of various types. All ready to drop in your game.  The last appendix details sorcerery and chaos and the strange things that can happen when they mix.
We end with a cult creation sheet and a character sheet.  The character sheet should be offered for free download, I think people would like it.

All in all a fun book.  There is nothing here we have not seen before in one form or another, but to have it all one place with this particular presentation is great.   I am reminded a bit of the old Witches and Pagans book from White Wolf that covered similar territory. I even pulled out my Mage: The Sorcerers Crusade to see if this would work well enough with it.  It would take some work, but it could be done.


What strikes me most is how easiy it is to integrate this into any game you like.  The crunch that exsists is easily converted. Since a lot of the die rolling deals with tables and their results, conversion is a simple process.

I mentioned in the past that Dark Albion is particularily friendly to +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea. Using a page from DA:CoC one could easily add DA style elves (and of course their cults) into the world of AS&SH.  AS&SH style witches and warlocks seem particularily suited for the the chaos magic of DA.


In the end I thought this was a fun purchase. Glad to have it and glad to mine some ideas from it.

---
I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".

Wednesday, July 6, 2016

Class Struggles/Plays Well With Others: The Vile Witch

Mazes & Perils is the newest game on the OSR scene.   I covered the game in a "Class Struggles" back in May.  Then I focused on the new(er) magic using classes in the game.  There was a promise then that there would be more classes.
Given the Holmesian origins of this game the newest class is, appropriately, a witch.

The Vile Witch is the newest class for Mazes & Perils from +Vincent Florio, +Brian Fitzpatrick and +Sal Valente 
Before I talk about the class I want to give a shout out to cover artist +Jacob Blackmon. He is the one responsible for my new header above.

The Vile Witch is a 14 page book (cover, 2 pages of OGL, 1 page of ads, 1 title page for 9 pages of content) dedicated to the new vile witch spell caster. This is a character that revels in what others throw away.  It immediately reminded me of the Junk Lady in the movie Labyrinth AND Maja the witch from Adventure Time; she is the witch that buys Marceline's teddy bear Hambo for its memories.  The idea is that there is power in memories and power in items that have been associated with others.  It's a powerful archetype really and one with a LOT of potential.
But because the witch is so often mired in the refuse of others her appearance and form suffers.

The class has a lot of interesting features and powers in addition to some new spells and familiars.  Vile Witches are limited to 9th level. I think I see why, but I would try them to 10th or 12th like the other spell casting classes. Though she does have more powers (familiars and "vile blood") as well as a quicker spell advancement.
The book has both "vile familiars" and "common familiars". Common familiars can be used by any spell casting class, the vile ones are for the vile witch.  The rules are simple, as befitting the M&P game, and easy to use.  If you want familiar rules then this is a good choice to be honest even if you never use the class itself.
The book also contains 19 new vile witch spells.  While these spells could be used with any other magic using class, they are very specific to the vile witch and really give her a lot of flavor and color.

For just under $2 there is a lot of material here. It is a very different sort of witch and I like that. I am certain that this class will make for some great NPCs and hopefully some really great PCs as well.

Class Struggles
What I kept thinking while reading it was that a Vile Witch dedicated to the Goddess, Tlazolteotl would be a good idea. She could even be "good" or Lawfully aligned. Something like a "Sin Eater".
Her job is to make good things happen by "eating" the bad things.
Only a thought, but it would be how I'd play the class.
Unlike other classes I have talked about under the Class Struggles banner I can't really think of a similar class.  Maybe

Plays Well with Others
Mazes & Perils is firmly rooted in the "Basic" era style gaming and Holmes in particular.  That being true it works really, really well with my own Basic Era Witch class and many others.

If I were to convert this to my own book I might call them a "Sin Eater Tradition" for Lawful witches or "Vile Witch Tradition" for Neutral and Chaotic ones.


For Occult Powers I might try this;

Lesser: Vile Familiar
Minor: Toxic Blood
Medial: Greater Glamour
Greater: Curse
Major: Shape Change
Superior: Vile Apotheosis

Have to work out all the details of these, but the idea is that exposure to all this...stuff...changes the vile witch is both physical and supernatural ways.

Here are some spells from my book that you can use with the Vile Witch.

Sickly
Level: Witch 1
Range: Touch
Duration: 1 minute per level
This spell causes the target creature to suffer from poor health.
Witches must succeed at a touch attack to strike the target. Subjects who fail their saving throw suffer a –1d6 penalty to Constitution, with an additional –1 per two caster levels (maximum additional penalty of –5). The subject’s Constitution score cannot be reduced below 1.
Material Components: A dried up dandelion.

Sour Stomach
Level: Witch 1
Range: One Target (within 25’ + 5’ per 2 levels)
Duration: 2 hours per level
This spell causes the target to have a nervous stomach, thus experiencing severe digestion, discomfort and cramping upon the engagement of any event that’s moderately stressful or exciting.
So terrible is this form of indigestion that the target must succeed a Poison saving throw, find a means to relieve their situation within 4 to 7 rounds (1d4+3) or have an “accident” that results in potential embarrassment and potential discomfort. The triggering event of such inconvenience could be most anything, from running into an encounter to finding treasure of mysterious properties to even meeting some stranger along the road. Each worthy event during the full duration of the compulsive enchantment can cause another potential outbreak of discomfort, thus requiring another save.
Material Components: A bit of soured milk.

Vertigo
Level: Witch 1
Range: 1 subject
Duration: 1 round per level
This minor hex causes the target creature to have a feeling of vertigo. The subject will feel that they are falling and their footing is unsure. Dizzied creatures suffer a -4 to their dexterity score and any to hit rolls.
Material Components: The witch makes a spinning motion with her finger.

Defoliate
Level: Witch 2
Range: 25’ + 5’ per 2 levels
Duration: Instantaneous
With this spell, the witch instantly slays all minor vegetation (weeds, flowers, small bushes, etc.) in a 20-ft.-radius. If a creature with the plant type is targeted, it takes 1d8 points of damage per caster level (max. 5d8). Creatures that are not plants are unaffected by this spell.
Material components: The witch picks a flower and pulls off the petals while chanting the words to this spell.

Nausea
Level: Witch 2
Range: 25’ + 5’ per 2 levels
Duration: 1 round per level
Subjects of this spell become sick and queasy, feeling as though they are about to vomit. This condition renders subjects unable to attack, cast spells, concentrate on spells or do anything else requiring attention. They may only make a single move or move equivalent action each round.
Material Components: A drop of animal fat that has gone rancid.

Contagion
Level: Witch 3
Range: Touch
Duration: Instantaneous
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The subject can save vs. Spells normally, but after that only a remove disease or remove curse (or greater magics) can cure them.
Each disease affects a different ability. Infected creatures cannot attack and move at ¼ their normal movement rate.
Roll d8 Disease Damage
1 Blinding Sickness 1d4 STR
2 Cackle Fever 1d6 WIS
3 Filth fever 1d3 DEX and CON
4 Mindfire 1d4 INT
5 Red Ache 1d6 STR
6 Shakes 1d8 DEX
7 Slimy Doom 1d4 CON
8 Hags curse 1d3 WIS and CON

Blinding Sickness: For every 2 points of STR lost, a new save vs. Paralysis must be made or the target will go permanently blind. Not contagious.
Cackle Fever: Symptoms include high fever, disorientation and frequent bouts of hideous laughter. It’s commonly also known as “the shrieks.” Not contagious.
Filth Fever: An infection commonly gained while around dire rats, were-rats and otyughs. Not contagious.
Mindfire: Victims feel like their mind is on fire. It is as common as a curse in spell books. Not contagious.
Red Ache: Skin turns red, bloated, and warm to the touch. Not contagious.
Shakes: Causes involuntary twitches, tremors and fits. It is contagious to others by touch. Save vs. Paralysis prevents spread.
Slimy Doom: Victim turns into infectious goo from the inside out. It must be cured in a number of days equal to new CON score or victim will permanently loose CON points. It’s highly contagious by touch. Save vs. Paralysis at -2 prevents spread.
Hags Curse: Takes ability damage as listed and the victim becomes infertile or impotent (female or male respectively). Must be cured in a number of days equal to new CON score or become permanent.
Material Components: The witch needs crushed verbena in the blood of a viper and vinegar.

Mind Rash
Level: Witch 3
Range: 25’ + 5’ per 2 levels
Duration: 1 round per level
This spell causes the target to experience horrible itching sensations all over their body. Though not actually inflicted with any real physical ailment, the delusion of itching is so great that the target is unable to perform any action not related to attempting to relieve the persistent suffering. Likewise, the irritation actually causes the target to wound their bodies in the process of trying to relieve the itch. Any sort of thing to scratch and scrape away at the sensations, including stones, weapons, and bits of metal are used. Each round during the duration of the mind rash the target wounds their body for 1 point of damage.
Material Components: A bit of dried poison oak.

Vomit
Level: Witch 4
Range: 25’ + 5’ per 2 levels
Target: 1 Creature
Duration: See below
This spell seizes subjects with sudden spasms of violent regurgitation. Those who fail their saving throw regurgitate helplessly for 1d4 rounds. While vomiting, subjects cannot move more than 5 feet per round and cannot fight or cast spells. For all purposes they are considered staggered. When the spasms end, subjects are overcome with a magical weakness which reduces their Strength by 1d4+1 points. This weakness persists for 1 round per level of the witch.
Material Components: The witch sticks a finger down her own throat.

Gnawing Pain
Level: Witch 5
Range: 25’ + 5’ per levels
Duration: 3 rounds + 1 round per level
Upon casting this spell, any creatures within the spell area must make a saving throw or suffer a gnawing pain that slowly spreads throughout their body.
During the first round the victims will feel a dull pain that causes a cold sweat. Casting any spells during this round requires a concentration skill roll. On the second round this pain becomes a sharp agony and the target is effectively shaken. By the third round the searing pain has reached its maximum intensity and the victim is nauseated. Each round thereafter the victims must make a saving throw or become wracked with convulsions. They are now completely incapacitated and helpless to defend themselves.
The effects of this spell linger in the mind of the victims even after the duration has expired. The targets will feel unnerved for 1d6+1 hours, resulting in a -1 penalty to any Wisdom-based rolls (including magic saves). They will suffer disturbing nightmares during the following 1d4 weeks, making sleeping difficult and reducing the rate of natural healing by one half.
Material Components: A branch of nettles with which the witch swats her bared arms or legs.

Magic Item
Sack of Rats
A cursed item in the general sense, many vile witches have found some use for this. This normal sack appears to all magical detection (except for detect curse) to be a Bag of Holding. Once  a food item though is stored in this bag, its true magic is discovered. Out from the bag will pour thousands of rats that will run in every direction away from the holder of the bag. The bag contains 1,001 rats. A save vs. Paralysis must be made or anyone in 10’ feet of the bag will be unable to move due to all the rats. The rats will bite and all within 10’ of the bag will take 1d6 hit points of damage.

All items are Copyright 2012, 2016 Timothy S. Brannan.  All spells and items are released as Open under the OGL.
The Witch: A New Class for Basic-ear Games, Copyright ©2012, Timothy S. Brannan. Elf Lair Games. 

Monday, May 16, 2016

Monstrous Mondays: The Piasa Bird

Welcome back to Monstrous Mondays!
Today I want to add a monster from stories of my childhood.  If you grew up in Central or Southern Illinois you heard stories of the Piasa Bird.   I featured this monster in one of my earliest posts here and thought I really need to bring it back.

The following text is considered Open for use under the OGL.


The Piasa Bird
AKA: The Piasa, "The Bird That Devours Men", "The Destroyer"
Frequency: Very Rare
No. Appearing: 1
Size: Large 18'
Armor Class: -2 [22]1
Movement
 Basic: 90' (30') Fly:  240' (80')
 Advanced: 9" Fly: 24"
 3e/5e: 25 ft  Fly: 60
Hit Dice: 11d8+6 (55 hp)
% in Lair: 50%
Treasure Type: None. The Piasa eats all meat an discards everything else.
Attacks: 4 (claw/claw/bite/tail swipe) + fear
Damage: 1d6+2/1d6+2/2d8/1d6
Special Attacks: Cause Fear once per day.
Special Defenses: none
Save As: Fighter 102
Magic Resistance: 0%
Morale: 93
Alignment: Chaotic evil
Level/XP: XXXX4

STR: 22 INT: 8 WIS: 8 DEX: 14 CON: 15  CHA: 4

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale. Multiply by 1.6667 for 1-20 scale.
4 Still working out an XP systems that works across all games.

According to the diary of Louis Joliet, the Piasa Bird "was as large as a calf with horns like a deer, red eyes, a beard like a tiger's, a face like a man, the body covered with green, red and black scales and a tail so long it passed around the body, over the head and between the legs."

Piasa Birds in the game are a larger and resemble a manticore or a dragon.
They do not keep treasure. They are only interested in killing for meat and sport.

Story of the Piasa Bird 
The following story appeared in the Alton Telegraph (1836) by John Russel. It is claimed that this is story told to Father Jacques Marquette and Louis Joliet by the Indian tribes of the valley.

When Marquette and Joliet came down the Mississippi river in 1673 they encountered a bluff on the east side of the river with the painting of a giant monster. When they asked the Indians what this monster was, they retold for them the story that had been handed down to them for generations. Marquette named the monster "Piasa," pronounced Pie-a-saw, which means "the Destroyer."

The Legend of the Piasa bird that was related to Marquette and Joliet went something like this. Many years ago a great bird roamed the land. Every morning the people would wake in fear to the shrill screams of the great Bird. The bird awoke hungry and would carry off dozens of boys and girls to its cave to be eaten. Chief Ouatoga [OO-wa-toe-ga] was getting old. He wanted to destroy this terrible monster before he died. He called his braves to a meeting and told them he was going to ask the Great Spirit what to do.

He went up on the highest bluff. He spoke with the Great Spirit. The Great Spirit told the Chief, "Dip your arrows deep into the poison of a copperhead snake and shoot them into the body of the Bird. They will cause its death." He returned to the camp and told his people what the Great Spirit had told him. He gathered up a small army of the strongest braves and set out to hunt the Bird. Chief Ouatoga told his braves that the plan was for someone to stand on the cliff to lure the Bird down. When the great monster swoops down they were to shoot it with their poison arrows.

The braves all begged their chief to be the one to sacrifice themselves. But the chief told them no, he would be the one, since he was older. While the braves practiced with their bows, Chief Ouatoga spoke with the Great Spirit. "Think not of my life," he said, "but the lives of the children."

The next morning the chief stood tall waiting for the great bird to come. Its screams could be heard as flew down the river looking for victims. The bird saw the old chief and swooped down on him with a terrible scream.

Just as the monster was ready to attack the braves shot their arrows and all 100 met their mark. The monster fell into the Mississippi river and died. The braves carried the broken and bruised body of their chief back to the tribe. The medicine man healed him and he awoke the next day surrounded by his grateful people. In remembrance of the act the returned to the site and painted a life-size picture of the monster. Every time an Indian went down the river after that, he fired an arrow at the bluff.
In alternate versions of the story the youngest brave stands on the cliff instead of the Chief. When he is healed the next day he becomes the new Chief.

The rare female Piasa Bird.   
Section 15: "The Piasa Bird". Copyright 2016 Timothy S. Brannan.


Don't forget to include the hashtag #MonsterMonday  on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Friday, April 29, 2016

Werewolves For Basic Era Games

Tomorrow night is Walpurgis Night.  A night when witches, vampires, and werewolves are known to be out.
I have already given you Witches and Vampires so now I present Werewolves.



Werewolves: The Beast Within is a 10/20 level race-as-a-class class for your favorite Basic Era OSR game.

From the back cover:

Werewolves…
The fear to loose control and become a hungry, blood lusted
beast has haunted our nightmares since we clutched together
in the dark. It has also been the secret desire of others.

Lycanthropes been a staple of role-playing villains, monsters, and
anti-heroes since the dawn of the role-playing hobby.

Now you can play these fearsome monsters of horror tales and
movies in your Basic-Era style games.

Presented here is a full 20 level class with all the classic
werewolf powers.

Fully compatible with the werewolf monsters you have been
using for nearly 40 years.

Also fully compatible with my books for Witches and Vampires.

This one is a buck, but that is really just to pay for the art.

So celebrate "Half-aween" (half way to Halloween) with some classic monsters.


Friday, March 18, 2016

Kickstart Your Weekend: Five for Friday

Lots to talk about today, so without further ado.

Classic Edition GM Screen
from +Richard LeBlanc and  New Big Dragon Games Unlimited.


I have been waiting for this one for some time now ever since Richard first teased it.


Sherwood: The Legend of Robin Hood
from +Jonathan Thompson and Battlefield Press


This one looks interesting. I enjoy the Robin Hood legends and this is multi-stated for 5th Ed, S&W and Pathfinder.


Baker Street RPG: Jack the Ripper and Missions from Mycroft
from +Bryce Whitacre


I played Baker Street at Gen Con and it was a fun time.  This looks like an excellent addition to the game.  Honestly with the way Baker Street works this could be an excellent addition to ANY Victorian-era game.


Sandy Petersen's Cthulhu Mythos for Pathfinder


Sandy Petersen knows Lovecraft.  To see this for Pathfinder is a real treat!  And this one looks so good.


Hollow Earth Expeditions: Perils of Mars
by +Jeff Combos


I enjoy the heck out of the HEX books.  This one looks like a ton of fun too!



Tuesday, January 19, 2016

Mail Call, Part 2

When it rains it pours around here!

Look what else was in my mail box today.


A collection of Basic Psionics books from +Richard LeBlanc including a sticker and a pin.


Alpha Blue and Liberation of the Demon Slayer from +Venger Satanis!

Looks great with the batch I got on Saturday.


Now to come up with something that ties all these together!

Though I do want to point out that the Basic Psionics and White Star books have been BEGGING me to mix them up into something different.  I already talked about how well the B/X Rogue and the Psionics books work together.


Sunday, January 17, 2016

Mail Call!

Look what came in the mail yesterday!


Hardcovers of White Star from +James Spahn, Between Star & Void by +Matthew Skail and a softcover of the B/X Rogue from +Gavin Norman.

They all look great and since they came in at the same time I am thinking a Plays Well With Others is in order.

Thursday, January 7, 2016

Game of the Year 2015: White Star

For me it really is no contest what last year's biggest and best game was.

It was +James Spahn's White Star.


Not that it is faux-Star Wars in a year of Star Wars (but that helps).
Not that it is a Swords & Wizardry reskinned (but that also helps).

No, it is because it is just so damn fun.  You can tell that James must have been having a great time writing this. It shows in his work.  Plus it is such a good seller on RPGNow and DriveThruRPG others must find it fun as well.

I also give it this nod for all the great supplements that have been coming out for it. You can find some of them in this nifty little guide, The White Star Catalog.

White Star isn't just a cool set of rules, it is also a nice sandbox with some minor assumptions on a game universe.   The best elements are left open for others to play with and develop further.

Between Star & Void is a great example.
This book covers the Star Knights and their enemies, the Void Knights, in greater detail.  +Matthew Skail has done a great job of showing us what both groups of Knights can do.  I came away not so much wanting to run "Jedi" or "Sith" but something more akin to the Green Lantern Corps.  At 109 pages it is a pretty full (101 pages of content) of material for Star Knights and Void Knights.  This book also includes Mystics, Star Pilot, Way Adapt and Alien Star Knight, and of course, Void Knights and an extra special group, the Eclipse Knights.
There are plenty of new Meditations for the Knights and Mystics and new Empowerments for Void Knights.  The Void Knights really kind of steal the show here a bit.  I think everyone loves a  good bad guy.  Though the Star Pilot will get a lot of love in some game groups I am sure.
We also have a chapter on Star Knight Martial Styles and a chapter on Star Sword construction.  They really put the "Tao" in "Way" here.  I have to admit reading this feels just like playing games in the late 70s early 80s when sci-fi was king and everywhere. I had toys from various franchises and freely mixed them all together is a crazy, and mostly incoherent, whole.  But I didn't care, it was fun.
This book is like that.  Not crazy and incoherent, but certainly a lot of fun.
There are some great Appendices here too. There is an alternate Meditation system in Appendix A.
Appendix B includes some "Fantasy Conversions" for Swords & Wizardry, Labyrinth Lord, Adventurer Conqueror King, or higher level White Star games.  This includes higher level Meditations

The art is a mixed lot, but I love the cover.
There are some obvious typos and the text needs some cleaning up here and there, but nothing that impacts readability or use.  There is a lot of fun in this book and I can't wait to try it out.

Even given my long complicated relationship with Sci-Fi RPGs, I think I may have found my game.

Monday, December 7, 2015

DCC and 0-Level Characters

Busy day today.  I have Eighteen research design videos to edit.

But I thought I would throw out something I am playing with for my next campaign, either my "Second Campaign" or my War of the Witch Queens one.

I want to use the funnel idea from Dungeon Crawl Classics to figure out which characters will go through the adventures.  I would run them through an 0-level adventure and then allow them to choose their classes.

Could be a lot of fun.

What are your experiences with this?

Monday, November 2, 2015

Diigo upgrade - Come join me!

I upgraded my Diigo account.  The "OSR Blogs" social bookmarking tool is now public.

Anyone can now add their own blog to the list.




If you want to add this code to your own website, just copy and paste.

<script type="text/javascript" src="https://groups.diigo.com/user_mana/link_roll_data?group_name=OSR-Blogs-Groups-and-sites&icon=true&width=350&count=20&title=Group%20OSR-Blogs-Groups-and-sites's%20best%20content&tags=&token=" ></script><noscript><a href="https://groups.diigo.com/group/OSR-Blogs-Groups-and-sites" >Group OSR-Blogs-Groups-and-sites's best content</a></noscript>

The red highlights are values you can change.

Join me and help increase this list.
I am also going to add more features as the week goes on.

Let me know what you think!

Edited to add: Adding another group to my "Witch Links" page.
http://theotherside.timsbrannan.com/p/witches.html.

Monday, October 12, 2015

A Week with Venger Satanis: Liberation of the Demon Slayer

It's the month of Halloween!  Though I understand many people still call it "October".  Fine. Whatever.

I thought this month I would spend some quality time with products that fit the theme of Halloween.  While putting together my list I realized I had a bunch of products from Kortthalis Publishing and +Venger Satanis.  I thought, what the hell, lets make a week of it.

Venger has had an interesting time in the RPG biz.  I remember talking to him shortly after he was banned from RPG.net and we discussed our respective horror games.  He has had a nice rise recently as an OSR publisher and has a few nice titles under his belt.

Lately he has been promoting something he calls O5R, which I have to admit it very clever, or products that can be played with either old-school games and their clones or with the newest 5th edition game.  It is a solid strategy really.  I have demonstrated time and again to myself at least that you can freely mix the two in terms of adventures.  I would imagine that goes even further.

Today though I want to start with one of his first OSR books.

Liberation of the Demon Slayer
I first picked this up near when it was released.  Since then I have considered it a potential entry in my War of the Witch Queens adventure path.

The adventure is six levels and 70 pages.  VS suggests using 3 0-level characters per player and let everything work out, or a large party of 1st level characters.   Nothing is mentioned on how many players, but I am guessing 6 to 8.

There is some background given about the world this adventure lives in.  They are all optional, but it does set the mood for the rest of the book.   I found the bits about Snake-men and elves to be interesting.  The adventure is steeped in a lot of Lovecraftian tropes and we are introduced to some of the "Old Ones" here, albeit with different names.

If you, like me, love eldritch abominations and dark magic then this the adventure for you. The adventure itself "sounds" simple enough. Retrieve a demon killing sword from the caves to stop the demons attack your village. Easy peasy. Trouble is that the author grew up when dungeons-as-meat-grinders were a thing and everyone was afraid the big bad devil was going to get you. This adventure though is closer in tone and danger to the Hanging Coffins of the Vampire Queen than it is to most Lamentations of the Flame Princess products. With the right DM this could be a great and dangerous adventure where the party could live. Sure they could all easily die too. One can read this and imagine that all of the author's games are a bit like it.

Actually I have known the author for a number of years and yeah this is exactly the kind of things I expect in his games. I think the difference here with this adventure and some of his earlier material is there is a maturity here to accept the absurd. This adventure can be played straight or with a dash of dark humor. Think of it as a horror movie, even the scariest have a touch of humor to them; it sets you up for the bigger punch later down the road.

The adventure proper gets going about page 17.  We are treated to rumors, some background, wandering monsters and some maps of the first level.  The maps have been drawn by +Dyson Logos , so you know that these will be interesting.  The feel of the first 4-5 pages of the adventure is really one of pure old-school nostalgia.   The first level is a bit of meat grinder, by design, and there are a lot things going on here that would make the hard-core Gygazian adventure fan happy.  Going back a bit it becomes obvious that the "optional" information above is still rather important since it colors the actions of many of the inhabitants in this dungeon.

As you descend into the dungeon things get weirder and more deadly.  I mean really, really deadly.  Devil lords, liches, vampires, freaking lasers and a nuclear warhead.  Yeah, VS really cut his teeth on the 70s and 80s era gaming.

I want to take a moment to talk about the art. Yes there is a lot gore, nudity and phantasmagorical horror here.   It comes off though more as "Heavy Metal" than say "Hustler".  All I can really say is that it fits the aesthetic of the book.   In truth I had more of an issue with the sci-fi elements (even though there were very good reasons for them to be there) than I had with the nudity.

The demon-slaying sword Kalthalax is an interesting weapon. One that would have a good home in my regular games to be honest and one that is enough of a hook to make me want to find a way to work this adventure in.   Maybe I can make Clavenus a witch instead of a wizard.

In any case there is a lot of fun to be had with this adventure; if you don't mind the occasional casualty.  I think what helps here is while the adventure is a meat grinder, it is done just to rid the party of the weak.  They are expected to survive and tell people the tales of their great adventure.

While VS takes the care to make sure this works with nearly any old-school game (and in the future he fits 5e into that as well), I can't help but think how well this would work with Astonishing Swordsmen & Sorcerers of Hyperborea.  The background is similar and the elves in Demon Slayer would be a nice addition to AS&SH, which does not have any elves.  Indeed, elves would seem like souless, demon-like monsters compared to humans. At least to humans that have never seen an elf before.   There is a mix of demons, devils and Lovecraftian beasts/gods that somehow feels right for that world. Mixing in AS&SH to this would give you something very, very close to playing akin to Michael Moorcock's world.

Curiously enough in my own games I do have an epic weapon for killing demons. In my current world state this sword is lost and a quest is needed to recover it. Maybe this is what I need. If so then the value of this adventure just increased ten-fold for me. I am going to have to spend some quality time with it and a pencil to see if it can be recrafted into something that fits my world a little better.

However YOU decided to use this adventure I am sure it will be fun.  Maybe deadly fun, but certainly fun.

Tuesday, October 6, 2015

What Will the Great Pumpkin Bring You?

Still buried in projects include my day job.

But I always get myself something gaming related for Halloween.  Not sure what I am getting myself this year, I got a lot of really cool books at Gen Con that I have barely cracked open.

One thing that has me interested in The Demonolater from +Joseph Bloch.
http://greyhawkgrognard.blogspot.com/2015/10/31-days-of-halloween-dark-offering.html

His Darker Paths books for the Witch and the Necromancer were a lot of fun and I expect this to be the same.

What are you looking forward to?

Wednesday, September 16, 2015

Class Struggles: Class Compendium Books

RPGNow has a big sale going on on various d20 books.


I am not done with the class analysis I wanted to do today so I thought maybe I would highlight some of the books with new classes for your OSR games.  Some of these I have reviewed in the past.  I am sure there must be others, but these are the ones I am most familiar with.  Not all these books are on sale.

A Curious Volume of Forgotten Lore
One of the first, this is the book that launched BRW games and Adventures Dark & Deep. Part of +Joseph Bloch's "What If" experiment of a hypothetical Gary helmed 2nd Edition.  I recently went back and reread some of the articles from Gary about the 2nd Ed. game of AD&D that never was.  Interestingly he made comments about a 3rd and 4th edition game too!  This book covers the Bard, Jester, Mystic, Savant, and Mountebank classes.  The mystic was the first class I looked at for the Class Struggles series.

The Complete B/X Adventurer
This is the second book of the B/X Companion series by +Jonathan Becker.  Where Adventures Dark & Deep gave us a hypothetical AD&D 2nd Ed, Becker gives us a Companion set that never was.    This book gives us some extra rules but the main feature are the classes.  The classes are Acrobat, Archer, Barbarian, Bard, Beastmaster, Bounty Hunter, Centaur, Duelist, Gnome, Mountebank, Mystic, Ogre-Kin, Scout, Summoner, Tattoo Mage, Witch, and Witch Hunter. 17 new classes.  New classes in B/X and BECMI related games are a bit more varied since races are also classes.  But there are a lot of great classes here.

Basic Arcana
+Tom Doolan published his first work, Basic Arcana all the way back in 2013!  This is also a "Basic Era" product.  It starts with some "Class Variants"; Dwarf Priest, Dwarf Scout, Elf Sorcerer, and Elf Warrior. For humans we have the Martialist (like a monk) and the Barbarian. All of this and some extra rules on combat and a page of spells.

Magical Theorems & Dark Pacts
A favorite of mine, this book introduces a baker's dozen of new magic using classes and their spells. +Dyson Logos gives us the:  Cleric, Wizard, Elven Swordmage, Elven Warder, Enchanter, Fleshcrafter, Healer, Inquisitor, Merchant Prince, Necromancer, Pact-Bound, Theurge, and the Unseen.

ACKS Player's Companion
ACKS is still one of the slickest look games around.  +Alexander Macris gives us 19 new character classes, including the Anti-paladin, Barbarian, Dwarven Delver, Dwarven Fury, Dwarven Machinist, Elven Courtier, Elven Enchanter, Elven Ranger, Gnomish Trickster, Mystic, Nobiran Wonderworker, Paladin, Priestess, Shaman, Thrassian Gladiator, Venturer, Warlock, Witch, and Zaharan Ruinguard.  So a good collection really. That takes up about 44 pages of the book's 160.  New classes have new spells as well. Best of all is a character class creation guide. It look like a similar idea that appeared in Dragon years ago.  Basically it reduces any class to a set of points and you point buy a new class just like you would in say GURPS or Unisystem.  Maybe one day I'll check out a bunch of classes using this.

Theorems & Thaumaturgy
This is part a class book and of course all the new spells.  It's not part of the sale, but +Gavin Norman offers it as Pay What You Want, so make this worth his while.  The new Classes are the Elementalist, Necromancer and Vivimancer. The Vivimancer later gets his own book, but these are three very solid class choices.

Class Compendium
+James Spahn has been delivering solid classes since the dawn of his Barrel Rider Games.  This is a collection, edit of some of his best selling and favorite classes. The first 166 or pages are dedicated to a Basic Era/Labyrinth Lord compatible class.   Well this book is huge and we are given 52 classes, divided by category.
Arcane Allies: Alienist, Familiar, Thopian Gnome, Wild Wizard
Doughty Dwarves: Raging Slayer, Rune-Smith, Warchanter
Enchanting Elves: Dark Elf, Greensinger, Half-Elf, Sylvan Elf
Heroic Halflings: Burglar, Feast Master, Huckster, Lucky Fool, Tavern Singer
Holy Rollers: Angel, Friar, Inquisitor, Undead Slayer
In Shining Armor: Commander, Dragon Slayer, Knight
Martial Masters: Barbarian, Berserker, Gladiator, Samurai, Sword Master
Monstrous Marauders: Dragon, Goblin,  Half-Ogre, Half-Orc, Treant
Second Star to the Right: Fairy, Lost Boy, Pirate
Traveling Trouble-Makers: Acrobat, Explorer, Fortune Teller, Wanderer
Unhallowed Heroes: Cultist, Damphir, Death Knight. Eidolon
Urban Adventurers: Bandit, Bard, Bounty Hunter, Watchman
Virtuous Victorians: Automation, Investigator, Metaphysician, Shootist

New Class Options
One of the most recent one this comes from Genus Loci Games and +Johua De Santo.  The classes included here are the: Blood Witch, Chesh, Forrester, Highlander, Mermaid of the In-Land Sea, Mythwood Elf, Pixie, Prodigal, Ruca and the Draken-Knight.  I covered the Blood Witch in some detail a while back.

So. Over 120 (give or take) new classes.  Not to bad really.

Tuesday, September 15, 2015

Assembling the troops...

I'll get back to gods in a bit, but I am assembling all the pieces I need for the War of the Witch Queens.


Some OSR monster books, some rules, a bunch of different adventures. Yes that is a 4e book in the mix too.

Still working out details and having a lot of fun.  If I decide to go to a maximum of 13th level then I am sticking with Astonishing Swordsmen & Sorcerers of Hyperborea.  If I think it will go higher than that, all the way to 20th level then I want to use Castles & Crusades.

Tuesday, September 1, 2015

Dark Albion meets Mythic Éire

The talk around the ole' Other Side water cooler is still Dark Albion.  No surprises really.

I love the idea of playing in England/Albion. Especially with some dark magic thrown in for good measure.  If I can tie it in with my War of the Witch Queens idea so much the better.


So I was looking over all my Castles & Crusades stuff over the weekend.  Lamenting that I don't get to play it as often as I would like.  I dearly love Astonishing Swordsmen & Sorcerers of Hyperborea, it has such a cool vibe to it. But I also enjoy Castles & Crusades.   Rumor has it that C&C began as a campaign on Earth. Aihrde is phonetically the same as Erde which is German for Earth.  That being said I also have a couple of adventures I consider to be "must haves" for my next games, Night of the Spirits and A Druid's Lament.
Another strong selling point for C&C is the Codex Celtarum.
I reviewed it a while back and it is still one of my favorite gaming books ever.  There is so much I could use here. Plus the ties with the Faerie world is a must-have in my mind.

Which brings me in a round about way to what are these Witch Queens warring about anyway?  At first I thought maybe it was for control.  But could it be more?  I am hesitant to detail it too much.  I still have a current D&D5 game I need to finish.  Plus I want to keep it a little loose for now. Maybe even a bit "story gamey".  Yes I am that much of jerk to take one of Pundits products and make it into a story game centerpiece.   Well...not really. It's still OSR.

Éire is a idea I have been playing around with since forever I feel. A mythic Ireland, a land of adventure.  The Celtic themed games I usually enjoy tend to skew a bit to the older and colder themes found in AS&SH.

Regardless of which way it goes I do know that there will be an Ã‰ire to go with Albion and I am going to have a great time doing it.